It was just brought to my attention that the Savage lifestyle has no way to own a Holding or Estate, and that there was talk of a change to Chieftain.

This seems unfair to those who have that discipline, as they may not want to trade 2 LP for the ability to own a Holding...as such I suggest the following:

JARL–Savage

Level 1:Barter This skill grants the character 2 Primary and 2 Secondary Resources at check in, or they may instead choose 2 Mystic, or 4 Alchemical Components to bring in instead.

Level 2: Special Advisor – You have access to a Special Regional Advisor that is equally good at anything you ask him, unlike most Regional Advisors who may be specialized. The amount of money you pay him is still up to you, but will generally garner a better result than any but extremely specialized Regional Advisors found in-game. Talk with the GM-staff to work up an NPC for this skill

Level 2: Swap out: Noble Reputation – Change - Grants the character One Command Slot. The Command slot gained here stack with any other Command slots you may gain.

Level 3: Own Holding – Due to your skill in managing land, you now own a Holding. You have 4 Holding Points to spend to customize the Property as you see fit (See the Economic section on page XX for details). This Property unlike normal ones also produces Resources In-between events. You will work with a GM to create your Holding. If you have this skill twice you gain an additional 4 Holding Points to spend on your Property, and can produce Resources twice Between events

I assume that their Lvl 4 ability means Wealthy lvl 1. I do not much care for it. And, while It is cool to have a Savage discipline that has some trade appeal I feel that this would give a greater edge to Savage than common or privileged characters in trade; which is 100% not supposed to be the case.

Vaal Draconus,
Dwarven King
Survivor of the Dreaming
& Champion of Life.

How so, since its a mix of two different non savage disciplines. The goal was to provide a savage discipline that had the "own a holding" skill because currently...savage does not have one, which makes ZERO sense.

Traditionally in the Haven system The benefit of being privileged was to get access to less martial and more intellectual or monetary skills. Common had the widest range of skills and was a mix. Savage had limitations on numbers of options, but had access to more marshally powerful abilities.

Holdings are by nature not something i would see in the savage wheelhouse. You may have characters who are more woodsy or rural managing the land and gathering things etc., but savages are more small scale hunting and gathering.

Vaal Draconus,
Dwarven King
Survivor of the Dreaming
& Champion of Life.

history shows differently. A common discipline would certainly be able to MAXIMIZE a holding better, but there isn't a reason a savage cant OWN a holding. Hell with the open RP track record, it could simply be an organized and concerted effort to gather naturally growing plants or hunting what game is in the area....instead of an actual farm, but it would still be a holding.

In the past, the chieftain was able to circumnavigate the savage income/support penalties and were even allowed access to trade routes (circa 2004/2005). In my mind, this is the easiest fix. Brian wanted to suggest an alternative to eliminating Fortitude before any official changes were made.

I think my interest in this capability may be what sparked the change. So ...IC-ly, the holding rules and mechanics don't do a great job of fitting the RP that I wanted, but they seem about the closest available. What I was/am after was a woodsy home that could provide some simple resources like food, supplies or maybe hide. Holdings appeared to be the best - really the only mechanical avenue towards that goal.